Wielding Weapons

As a Simple Action, you may Draw or Ready a weapon. When a weapon is drawn or readied, it becomes wielded by the character that drew or readied it, and is considered drawn or ready. The terms, in the context of weapon status, are interchangeable; they mean the same thing as far as the rules are concerned.
As a Simple Action, you may Sheath or Stow a weapon. When a weapon is sheathed or stowed, it is somewhere on the character's person, but is no longer drawn or readied. The terms, in the context of weapon status, are interchangeable; they mean the same thing as far as the rules are concerned.

A character has two hands by default that they may wield weapons with. Weapons require an amount of hands to be wielded based on their size tag. A character may only wield one weapon in any given hand at a time.

[Small] Weapon Characteristics
[Small] Weapons require one hand to be wielded.
[Small] Weapons may be drawn, readied, sheathed, or stowed as a Free Action that may be taken twice per turn.
[Small] Weapons may be concealed on a character's person with the Sleight of Hand skill

[Medium] Weapon Characteristics
[Medium] Weapons require one hand to be wielded.
[Medium] Weapons may be drawn, readied, sheathed, or stowed as a Simple Action. If a mastery or other effect allows you to draw a [Medium] weapon as a Free Action, you may take that Free Action up to two times per turn.

[Large] Weapon Characteristics
[Large] Weapons require two hands to be wielded.
[Large] Weapons may be drawn, readied, sheathed, or stowed as a Simple Action.

Wielding Two Weapons
While wielding more than one weapon, gain +X to your Armor Target Number, where X is your Insight Rank.
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Small], suffer a malus of -5
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Medium], suffer a malus of -10
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Large], suffer a malus of -15 (this requires certain techniques or more than two hands)

Weapon Profiles

Weapons may have a "Mastery X" special rule. If you possess the relevant emphasis for a weapon with the Mastery X special rule, all Masteries listed under that weapon attach to the Weapon skill in which you have that emphasis at the ranks listed in the weapon's entry. These masteries become available in addition to any masteries normally granted by that skill rather than replacing them.

Bows and Ammunition

All bows require Ammunition to make a ranged attack. Add the ammunition's damage value to the bow's when determining the weapon's damage.
All bows have a special rule: "Draw". When rolling for damage, instead of adding Strength to the damage roll, gain +Xk0 instead, where X is the lower of your Strength and the bow's Draw Value.
All bow's listed damage values are when the weapon is used to fire ammunition. When used as a melee weapon, treat it as an improvised weapon of one size category lower.
Drawing ammunition to use for a ranged attack is considered part of the attack action, and can be done freely.
Ammunition may be wielded as a Small improvised weapon.

Kaburiya
[Ammunition][Small]
Damage: 0k1
Special: Produces a loud whistle as it flies through the air, often used as a signal.
Cost: 2 Bu

Karimata
[Ammunition][Small]
Damage: 0k1
Special: When this ammunition is used for an attack targeting an inanimate object, gain two Free Raises and +1k1 to the damage roll.
Cost: 2 Bu

Tagoneya
[Ammunition][Small]
Damage: 0k2
Special: When this ammunition is used for an attack, ignore the target's Armor Bonus and Reduction granted from Armor.
Cost: 4 Bu

Watakushi
[Ammunition][Small]
Damage: 1k3
Special: When this ammunition is used for an attack, the target's Armor Bonus is doubled.
Cost: 4 Bu

Yanagiba
[Ammunition][Small]
Damage: 1k2
Cost: 4 Bu

Chain Weapons

Chain weapons are a combination of two [End] weapons that are connected by chain. When an [End] weapon is readied, its pair may be readied as a Free Action. When wielding two [End] weapons, ignore all penalties and restrictions from wielding two weapons on all actions involving those weapons.

Kusarifundō
[End][Medium][Melee][Reach]
Damage: 0k1
Mastery 3: When you successfully start a grapple with a Kusarifundō, deal damage to the target as if you hit with a typical attack.
Special: Max Range 15ft
Cost: 1 Ryō

Kusarigama
[End][Medium][Melee]
Damage: 0k2
Mastery 5: When using Hit during a weapon grapple, if you use the Kusarigama's weapon profile for that Hit, gain +0k1 to your damage roll.
Special: When attacking with this profile, you must use the Shojutsu skill. If you possess the Kusarigama emphasis of Kusarijutsu, your Shojutsu attacks with this weapon are considered as having emphasis. (Using the Hit action unaffected)
Cost: 2 Ryō

Hand Weapons

Aiguchi and Tantō
[Knife][Small][Melee][Throwing]
Damage: 1k2
Mastery 3: When testing or contesting Sleight of Hand to obscure or hide an Aiguchi or Tantō, gain +0k1.
Special: While melee attacking with an Aiguchi or Tantō, you may use Kenjutsu instead of Shōjutsu.
Special: You may throw this weapon. This is a ranged attack using Shōjutsu/Agility with a range of X ft, where X is 10*Your Agility.
Cost: 1 Ryō

Polearms and Spears

Juumonjiyari
[Large][Melee][Reach][Throwing]
Damage: 3k2
Mastery 3: You may throw a Juumonjiyari as a thrown attack. When throwing a Juumonjiyari, suffer a malus of -1k0 to the damage roll. Its Max Range is 30ft.
Cost: 7 Ryō

Sasumata, Sodegarami, and Tsukubō
[Mancatcher][Large][Melee][Reach]
Damage: 1k2
Mastery 1: You may use a Sasumata, Sodegarami, and Tsukubō to initiate a Weapon Grapple.
Cost: 5 Ryō

Teyari
[Medium][Melee][Throwing]
Damage: 1k2
Mastery 3: While attacking with a Teyari, gain 1 Free Raise you may only use toward the Extra Damage maneuver.
Special: You may throw this weapon as a ranged attack. It's Max Range is 50ft.
Cost: 2 Ryō

Swords

Katana
[Medium][Melee][Samurai]
Damage: 3k2
Mastery 3: You may ready a Katana as a Free Action
Mastery 5: While wielding a Katana and nothing else, gain a Free Raise while attacking with a Katana.
Mastery 7: While wielding a Katana, you may add your Honor Value to your Initiative Rating.
Special: When dealing damage, you may spend a Void Point and activate this ability. If you do, gain +1k1 to the damage roll. This ability can only be activated once per damage roll.
Cost: 28 Ryō

Kyokutō
[Medium][Melee]
Damage: 2k3
Mastery 3: While on horseback, gain +1k0 to attacks made with a Kyokutō against unmounted characters.
Cost: 18 Ryō

Ōdachi
[Large][Melee]
Damage: 3k3
Mastery 5: While attacking with an Ōdachi, gain 1 Free Raise that can only be used towards the Disarm Maneuver against [Medium] and [Small] weapons.
Cost: 25 Ryō

Shikomizue
[Medium][Melee]
Damage: 2k2
Mastery 5: While attacking with a Shikomizue, gain a Free Raise that can only be used towards the Feint Maneuver.
Special: While sheathed, the shikomizue appears to be a Jō staff. An observer must make an Investigation (Search)/Perception check at Target Number 30 to realize its true nature.
Special: While sheathed, use the Jō weapon profile for this weapon. While this weapon uses the Jō profile, it counts as a Jō for all mechanical effects.
Cost: 5 Ryō

Other

Unarmed
[Jujutsu][Melee]
Damage: 0k1
Special: You always have this weapon ready. This weapon being ready does not count toward your total number of wielded weapons. (You can always use this weapon in a situation where you can otherwise attack)
Special: While a character's hand is not wielding another weapon, this weapon may be used to initiate a Grapple. (A character may only initiate a typical grapple if they have at least one hand free)

Improvised Weapon
[Jujutsu][Melee][Throwing]
Damage: Varies
Special: Any sturdy object may be used as an improvised weapon (GM's discretion). A small object has a Damage value of 0k1. A medium object has a Damage value of 1k1. A large object has a Damage value of 1k2. An Improvised Weapon gains the tag that corresponds to its size.
Special: Any weapon may be used as an improvised weapon. It uses the damage value corresponding to its size, and uses Jujutsu as its skill instead of its typical weapon skill. Weapons retain all other properties when used in this fashion.
Cost: Varies.

Fukiya
[Ninjutsu][Small][Ranged][Cheap]
Damage: 1k0
Special: You may make ranged attacks with this weapon, Fukibari as its ammunition. This is a ranged attack using Ninjutsu/Reflexes with a range of 30'.
Special: This weapon's damage does not explode.
Cost: 1 Shu

Fukibari
[Ammunition][Small]
Damage: 0k1
Special: Can only be used with Fukiya.
Cost: 1 Bu

Tsubute
[Ninjutsu][Small][Throwing][Cheap]
Damage: 0k1
Special: You may throw this weapon. This is a ranged attack using Ninjutsu/Agility with a range of 50'.
Special: This weapon's damage does not explode.
Cost: Can not be bought.

Ninjatō
[Ninjutsu][Medium][Melee]
Damage: 2k2
Mastery 3: Treat the Ninjato as [Small] for the purposes of concealment.
Special: This weapon's damage does not explode.
Special: When attacking with this weapon, you may use Kenjutsu instead of Ninjutsu.
Cost: 6 Ryō

Shuriken, Kunai
[Ninjutsu][Small][Throwing]
Damage: 1k1
Mastery 3: When testing any skill to pry metal or wood, gain 1 Free Raise if you are wielding a Kunai.
Mastery 5: When testing Athletics to climb a vertical surface, gain 1 Free Raise if you are wielding a Kunai.
Special: You may throw this weapon. This is a ranged attack using Ninjutsu/Agility with a range of 50ft.
Special: This weapon's damage does not explode.
Special: When attacking with this weapon, you may use Shōjutsu instead of Ninjutsu.
Cost: 4 Bu